Ula'tek's Dominance
Keep the Guards more than 40 yards apart at all times - inside that range they take 99 percent reduced damage.
The raid splits in half, each side fighting one Guard - Acid or Blood - with its own mechanics, then swaps sides at every intermission to drop the stacking Mark. Boss health must stay even, because Vitriolic Stasis heals the lower Guard up to match the higher one.
Split and separate: Each half of the raid takes its Guard, tanks hold them 40-plus yards apart, and both sides keep damage even so neither Guard runs ahead on health.
Blood side routine: Group-soak each red Unstable Miasma circle, accept the Blood Venom stacks, and when they expire drop the void zone on the edge next to existing puddles. Healers dispel Blighted Blood near those same puddles.
Acid side routine: Dodge the green Living Venom lines aiming at the boss, step on Toxic Droplets before they explode, and hard-swap to the Venom Coagulation add to stop its pulsing damage.
Watch the tank hits: Empowering Slam and Bloodvenom Injection are the big tank moments - use cooldowns, and remember the Guard keeps hitting harder until the tank targets swap.
Intermission collision: At 100 energy the Guards clash in the middle and the lower one heals up to match the higher. During the channel, pair up so your Helical Toxin numbers total exactly 4 - 1 finds 3, 2 finds 2 - to clear the toxin.
Swap sides and repeat: After every intermission the halves trade Guards so the stacking Mark of Acid or Blood falls off. Re-establish the 40 yard separation immediately and repeat until both die together.
The written plan is maintained separately from the changing video feed. Check current hotfixes and follow your raid leader's marked wall and cooldown assignments.
Keep the Guards more than 40 yards apart at all times - inside that range they take 99 percent reduced damage.
Wipe condition: Bosses drifting together turns the raid's damage off and wastes the timer.
Fighting within 40 yards of a Guard stacks a damage-over-time Mark that only falls when you swap to the other Guard - which is why sides trade at each intermission.
Wipe condition: Staying on one side all fight ramps the Mark until healers cannot keep up.
During the clash channel, collide with another player so your combined toxin applications equal exactly 4.
Wipe condition: Wrong totals or unpartnered players deal raid-wide damage on top of the intermission.
Group-soak the marked red circle, then walk the expiring Blood Venom stacks to the edge - the void zone size scales with stacks.
Wipe condition: A solo soak or a center drop floods the arena with avoidable void zones.
Dodge the slime lines being sucked back to the boss, step on droplets to pre-empt their explosion, and nuke the Coagulation add on sight.
Wipe condition: Ignored droplets and a live Coagulation add turn the acid side into constant unplanned raid damage.
Dispel the ticking Shadow debuff with the player positioned near existing puddles, since the dispel drops one.
Wipe condition: Dispelling in the open scatters puddles through the play space.
The Guards take 99 percent reduced damage while within 40 yards of each other.
Response: Tanks own the geometry; everyone else respects the two-camp split.
Players near a Guard take stacking damage over time until they swap Guards.
Response: Swap sides at each intermission to reset the stack.
The Guards clash in the middle and the lowest-health Guard heals up to match the highest.
Response: Keep health even all fight so the heal is worthless, and use the channel to resolve toxins.
Everyone gains 1 to 3 toxin applications and must collide with a partner to total exactly 4.
Response: Call pairings fast: 1s find 3s, 2s find 2s. Leftovers pair across the room before the channel ends.
A large tank hit that increases the Guard's damage dealt until the tank targets swap.
Response: Cooldown the hit and take the swap on schedule.
Ejected slime is sucked back to the boss, damaging players in its path.
Response: Never stand between the slime and the boss; sidestep the green lines.
Slime forms an add that pulses raid damage until killed.
Response: It is the acid side's kill priority the moment it forms.
Droplets form and explode if nobody steps on them.
Response: Squish them early - one player per droplet.
A dispellable ticking Shadow debuff.
Response: Dispel next to existing puddles only.
A large tank hit that applies a stacking damage-over-time blood venom.
Response: Tank cooldowns, then swap before the stack compounds.
Hold the 40 yard separation, drop your puddles near existing ones on the edge, and treat Empowering Slam and Bloodvenom Injection as scheduled cooldown moments with a swap after.
Dispel Blighted Blood next to existing puddles, cover the Miasma group soaks, and split coverage so both camps always have healing - the intermission clash is the big raid-wide window.
Keep the two Guards' health even to make Vitriolic Stasis heal for nothing, and priority-target the Venom Coagulation add whenever it forms.
Know your toxin number before the clash and find your partner immediately. On Mythic, orange-circle players must connect only with other orange-circle players - touching anyone else deals heavy damage and a knockback.